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Experiencing Difficulties with Custom Texture/Patches (GZDoom UDMF)


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I hope everyone is doing well.

 

I’m really sorry to pester everyone here, but I’m experiencing issues with some custom/bespoke textures in a GZDoom UDMF map that I’m currently working upon. Specifically, I’m trying to mix custom and OTEX patches to form new textures, but I’m having limited success. I have been checking Doomworld for solutions (like adding ‘TX_START/END’ lumps), but I can’t seem to find any thing that works. I’m feeling that I’ve missed something important, as I have got textures imported into WADs before and they’ve worked, but I’ve not worked with patches before now.

 

Also, it's a little difficult for me to say, but I've not exactly been okay recently and I'm now starting to panic; I've been working on this since late March and I was hoping to avoid a 'crunch' before a deadline. (and as it turns out, trying to compress the screen-shots in Krita just makes the file sizes larger… so raw it is).

ramp_24-sygaeon.wad.zip

Screen-shots

Spoiler

ramp_tex-help0.png.ca88c5f367d25fa5ffac705a3b3cd3f0.png

ramp-tex-1.png.fdc4a05790ac90e4b3f85f491a1b0662.png

 

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1. You can but should not just willynilly stick lumps any which way into a wad file. You nrrd to be mindful how namespaces are ordered

 

hsAKwzS.png

 

2. Your wad has many unknown textures (gray) and many missing textures (orange)

 

bwJ0Fr0.png

 

3. You can place any png textures or flat in between TX_ markers, no need for Texture1/PNAMES.

Edited by Kappes Buur

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2 hours ago, Baron T. Mueriach said:

I can't even open it in UDB?

 

If you have a look at my first screenshot then you may be able to figure out why.

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I think it's just your namespaces/markers being mixed up. Fixing those up I was able to use your custom textures that use OTEX patches fine.

You can put patches in between P_START/P_END to help you organize them, but I didn't here, it's not actually necessary.

 

Wall textures that are between TX_START and TX_END such as CLODKDAK, that are supposed to be just used as textures instead of patches, don't need a definition in TEXTURES assuming they're the same scale/resolution as normal Doom textures.

 

ramp_24-sygaeon-fix.wad.zip

 

2591qBv.png

 

You do still appear to have a lot of untextured walls in the map though, not sure what that's about.

 

BTW nice Q2-style map. Don't have a meltdown over it if you can't finish in time though. It's good to be ambitious and set goals for yourself, but in the end it's only Doom and it's supposed to be fun.

Edited by plums

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Thank you everyone for your help!

 

@Kappes Buur Yep, I should have organised the wad a little better. I thought that whole textures needed to be separated from patches, hence why I put them between the TX_START/END lumps. Also, I thought I needed PNAMES and TEXTURES; I'm a little confused on that. 

On 4/30/2024 at 2:14 AM, Kappes Buur said:

2. Your wad has many unknown textures (gray) and many missing textures (orange)

Strange on the unknown textures (I'm still building and texturing everything, so missing is expected for now). I'm using OTEX 1.1, if that helps. I don't know if there's a newer version or not.

 

On 4/30/2024 at 5:19 AM, plums said:

Wall textures that are between TX_START and TX_END such as CLODKDAK, that are supposed to be just used as textures instead of patches, don't need a definition in TEXTURES assuming they're the same scale/resolution as normal Doom textures.

Thank you for the clarification, it is beyond greatly appreciated. And thanks for the fixed wad archive!

On 4/30/2024 at 5:19 AM, plums said:

BTW nice Q2-style map. Don't have a meltdown over it if you can't finish in time though. It's good to be ambitious and set goals for yourself, but in the end it's only Doom and it's supposed to be fun.

Thanks. I am trying to learn new things and push myself a little with this one. Hopefully it all works out.

 

I'm feeling that I probably should have stated that the map is still very much in development, and with my ad-hoc 'throw things at the wall and see what sticks' approach, there's going to be absent textures, no real difficulty to speak of, and simply big absent parts of the map. I could always ask for play testing advice later on 'though (if people want to, that is).

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